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Fixed walkthrough blocker in Sin City 2 via compatibility entry
It was impossible to complete Sin City 2 The Satan Complex without cheating since ZDoom 2.6.0
Change in applying of DeHackEd patches from 77a4b9a29b
broke triggering of important linedef that pushes friendly marine to exit switch
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/satanx
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2 changed files with 16 additions and 0 deletions
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@ -51,6 +51,7 @@
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#include "textures.h"
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#include "g_levellocals.h"
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#include "vm.h"
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#include "actor.h"
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// MACROS ------------------------------------------------------------------
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@ -449,6 +450,13 @@ DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetLineSectorRef)
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DLevelCompatibility, GetDefaultActor)
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{
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PARAM_PROLOGUE;
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PARAM_NAME(actorclass);
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ACTION_RETURN_OBJECT(GetDefaultByName(actorclass));
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}
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//==========================================================================
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//
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@ -689,6 +689,13 @@ class LevelCompatibility play
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SetThingSkills(115, 31);
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break;
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}
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case 'CCF699953746087E46185B2A40D9F8AF': // satanx.wad map01
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{
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// Restore monster cross flag for DeHackEd friendly marine
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GetDefaultActor('WolfensteinSS').bActivateMCross = true;
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break;
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}
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}
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}
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@ -701,6 +708,7 @@ class LevelCompatibility play
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private static native void SetThingFlags(int thing, int flags);
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private static native void SetVertex(uint vertex, double x, double y);
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private static native void SetLineSectorRef(uint line, uint side, uint sector);
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private static native Actor GetDefaultActor(Name actorclass);
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private static void SetWallTexture(int line, int side, int texpart, String texture)
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{
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